Pickup_PhysGunLaunchAngularImpulse
0x007d5ce0 · 201 bytes · __cdecl
_Z34Pickup_PhysGunLaunchAngularImpulseP11CBaseEntity14PhysGunForce_t
Decompiled
undefined (2 params)
/* Pickup_PhysGunLaunchAngularImpulse(CBaseEntity*, PhysGunForce_t) */
float * Pickup_PhysGunLaunchAngularImpulse(float *param_1,int param_2,undefined4 param_3)
{
char cVar1;
int *piVar2;
int iVar3;
if (param_2 != 0) {
piVar2 = (int *)__dynamic_cast(param_2,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
0xfffffffe);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x20))(piVar2,param_3);
if (cVar1 != '\0') {
(**(code **)(*piVar2 + 0x1c))(param_1,piVar2);
return param_1;
}
}
}
iVar3 = rand();
*param_1 = (float)iVar3 * 0.03662221 - 600.0;
iVar3 = rand();
param_1[1] = (float)iVar3 * 0.03662221 - 600.0;
iVar3 = rand();
param_1[2] = (float)iVar3 * 0.03662221 - 600.0;
return param_1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.